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Hi all,

I’m an iOS software engineer. I have been working on iOS apps for quite some time, however I don’t have experience working with audio yet. 😳
Search for a solution to my problem brought me to FMOD. Being a new member, I haven’t gone through FMOD’s learning curve yet.

Actually I’m trying to build a library for iOS. If a Unity game developer adds that library to his game then it should be able to record all the sounds being played by the game. So my goal is to grab the audio stream which is going to the speaker, record it, and let the same audio keep on playing on the speaker as well. Is it possible through FMOD? I read that FMOD is used by Unity for audio, but I might not have direct code access to the FMOD code being utilized by Unity.

Any steps/code help will be highly appreciated.

Thanks a bunch :)

Best,
Usman

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Hi,

Could anyone hint me the solution?

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You can’t access the audio engine inside unity and get direct access to FMOD, so no, you can’t do this.

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Thanks Brett,
If I can’t access FMOD, is it possible for me to somehow access the output stream using Core Audio ? There must be some way to do it.
Although Unity provided AudioListener interface with OnAudioFilterRead() method. But that’s at the script side and it is very slow at iPhone4. On the other hand, Kamcord and Everyplay provide pretty reasonable capture performance on iPhone4. I’m not sure how Kamcord and Everyplay are capturing the Audio, but one thing I’m sure is there must be a way, that’s why they managed to provide it.

So, coming to the question. If not FMOD, do you think Core Audio could be used for it, if at all? So far I could not find a solution in Core Audio (not an expert on Core Audio either, as I’m just an iOS and OpenGL ES developer).

Thanks

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To do anything with CoreAudio you would need access to the FMOD CoreAudio handle object. Unfortunately you need the FMOD::System object to query that handle.

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